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Post by dante on Apr 20, 2009 16:04:55 GMT -5
They just so terrible they're funny.
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Post by bob on Apr 20, 2009 20:59:30 GMT -5
The puns are great!
I've been thinking about the list, and the things that have routinely failed me:
Not enough combo-charging; and getting characters involved in fights where they're challenged, can't refuse, are killed, while the other units in the fight sit and watch.
So I drop the extra character (he was nice, adding some power to a herd, but seemed to flee with the herd and die more often than not), drop a dog, and drop a rank from the Khorngors, and I add another Minotaur unit, and add The Slaughterer's Blade (Great Weapon, heals wounds on 4+) to the Doombull, hopefully allowing him to survive a bit more.
2250 Pts - Beasts of Chaos Roster - Moloch's Stampede
Doombull (1#, 266 Pts) 1 Doombull of Khorne @ 266 Pts General; Mark of Khorne; Hand Weapon; Heavy Armour; Causes Fear; Frenzy 1 Slaughterer's Blade @ [40] Pts
Wargor (1#, 128 Pts) 1 Wargor of Khorne (Battle Standard Bearer) @ 124 Pts Mark of Khorne; Hand Weapon; Heavy Armour; Great Weapon; Battle Standard Bearer; Frenzy
Beast Herd (10#, 60 Pts) 5 Gors @ 60 Pts Musician Mus; Hand Weapon; Extra Hand Weapon 5 Ungor @ [20] Pts Spear
Beast Herd (10#, 60 Pts) 5 Gors @ 60 Pts Musician Mus; Hand Weapon; Extra Hand Weapon 5 Ungor @ [20] Pts Spear
Bestigor Herd (10#, 195 Pts) 9 Bestigor Herd of Khorne @ 195 Pts Mark of Khorne; Musician Mus; Standard Bearer Std; Hand Weapon; Great Weapon; Heavy Armour; Frenzy 1 Gouge-Horn @ [24] Pts Hand Weapon; Great Weapon; Heavy Armour; Frenzy
Minotaurs (3#, 183 Pts) 3 Minotaurs of Khorne @ 183 Pts Mark of Khorne; Hand Weapon; Great Weapon; Frenzy
Minotaurs (3#, 183 Pts) 3 Minotaurs of Khorne @ 183 Pts Mark of Khorne; Hand Weapon; Great Weapon; Frenzy
Minotaurs (3#, 183 Pts) 3 Minotaurs of Khorne @ 183 Pts Mark of Khorne; Hand Weapon; Great Weapon; Frenzy
Minotaurs (3#, 183 Pts) 3 Minotaurs of Khorne @ 183 Pts Mark of Khorne; Hand Weapon; Great Weapon; Frenzy
Minotaurs (3#, 183 Pts) 3 Minotaurs of Khorne @ 183 Pts Mark of Khorne; Hand Weapon; Great Weapon; Frenzy
Minotaurs (3#, 183 Pts) 3 Minotaurs of Khorne @ 183 Pts Mark of Khorne; Hand Weapon; Great Weapon; Frenzy
Chaos Spawn (1#, 75 Pts) 1 Bloodbeast of Khorne @ 75 Pts Causes Fear; Unbreakable
Chaos Spawn (1#, 75 Pts) 1 Bloodbeast of Khorne @ 75 Pts Causes Fear; Unbreakable
Chaos Hounds (5#, 30 Pts) 5 Warhounds @ 30 Pts
Chaos Hounds (5#, 30 Pts) 5 Warhounds @ 30 Pts
Chaos Hounds (5#, 30 Pts) 5 Warhounds @ 30 Pts
Chaos Giant (1#, 205 Pts) 1 Chaos Giant @ 205 Pts Causes Terror; Large Target; Stubborn
Total Roster Cost: 2252
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Post by Dr Carnivean on Apr 21, 2009 5:49:26 GMT -5
I think it's a good change (18 minotaurs - khorne allmighty!). Slaughterer's Blade - does that work like a regen when you get hit, or does it have a chance to heal when you cause a wound? Which is the one I use on mine? The one where you can keep racking up extra wounds by killing things, but if you roll a one, you lose a wound instead - that the blood axe or something?
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Post by shasoevan on Apr 21, 2009 14:51:59 GMT -5
In the lore of death there is a spell that takes a wound from the other armies fig, and puts it on himself. But there is no downfall to it.
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Post by bob on Apr 21, 2009 18:54:00 GMT -5
Jason, you mention Blade of Blood, which is from the Hordes of Chaos retired book, so no longer useable. The Slaughterer's Blade is a magic Great Weapon (so +2 to S for a might S7...take that, Chaos Knights!), and for every wound I do I recover a wound on a 4+. It also says that wounds recovered in that way don't count for combat resolution, which I interpret to mean that if you do a wound to me, and I heal it back when I do a wound to you, your wound doesn't count for CR...a handy thing, IMO! Only thing with that spell, Evan, is it's short range. Great spell, though...very handy!
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Post by shasoevan on Apr 22, 2009 17:21:27 GMT -5
That is a good point. I used it in the battle with the ogers. I killed off one a hero with that spell and ended up with a wizzard with 4 wounds. (wich then got charged and died.)
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Post by dante on Apr 24, 2009 19:27:18 GMT -5
hehehe i did 4 wounds with my hero at S7
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Post by bob on Apr 25, 2009 21:00:31 GMT -5
I found another Minotaur.
That makes 21, 2 of them are Standard Bearers.
If I do some voodoo to them (maybe give them some tentacles instead of standard-carrying arms?), I could drop the Bestigors altogether, add a 7th unit of minotaurs, and maybe sneak the third hero back in there...
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Post by Dr Carnivean on Apr 26, 2009 7:47:14 GMT -5
Aw that sucks about the blade of blood. I figured it was beast book because it seemed to be made with the doombull in mind since he can't wear armor. Hopefully they'll bring something like that back in the new book, or give him some defensive options, like gifts or something. If you've got the standard bearer's that I do, I think I've got axes and stuff that would be the right scale for the hand holding the standard - just drill out the hand a little and stick it in there. Otherwise tentacles from the spawn kit would probably work.
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Post by Dr Carnivean on Apr 26, 2009 8:03:02 GMT -5
Okay I was just looking in the book and doombulls can wear armor - what the heck was army builder saying when I put my list together a couple years back. Anyway, that's cool - I think now I would go with a slaughterer's blade/pelt of the dark young/crown of horns combo with heavy armor that would give him a 4+/5+ and MR1 I'll have to go through and redo my list, I think, because I remember being a couple other things in there from Hordes of Chaos, since I made the list before the daemons and WoC books came out.
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Post by bob on Apr 26, 2009 11:21:59 GMT -5
They can wear mundane armour.
The only magic items they can take are magic weapons.
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Post by Dr Carnivean on Apr 26, 2009 12:10:28 GMT -5
Aha, that's what it was that's such a hoser. And stuff that can easily wound toughness five is going to negate a 5+ anyway.
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Post by Dr Carnivean on Apr 27, 2009 11:35:14 GMT -5
I didn't realize how expensive those marks on the minos were until I was looking through the book yesterday - I thought you were getting them for like half that. Have you thought about dropping the marks and just going all out with minos? I know frenzy can have it's disadvantages, and you were saying that the 11 dispel dice aren't all they're cracked up to be. With what you've got invested in the marks you can probably pick up another 2 units of three minos and a level 1 scroll caddy and still have enough left over to do a couple marks for the extra dispel dice. Or even a pair of level 2s to try to get some beast magic going. They wouldn't all be Khornecows anymore but you'd still definitely have the minotaur theme going.
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Post by bob on Apr 27, 2009 12:50:11 GMT -5
I had some agendas going... I wanted lots of minotaurs; I wanted as little magic as possible while maintaining some magic defense; I wanted something fluffy; I wanted something with a strong visual theme. I don't think the Mark is all that expensive considering it gives a DD and Frenzy. I could mitigate the cost by having fewer larger units of minos, but any more than 4 is wasted, and 4-wide is a pain to maneuver, and is still not always going to win fights on their own: they need support to win. I'm addicted to the idea now of the completely magic-less army, and think it can work how I have the list worked out. I've been sitting here today at work with excel going working on the list, and I have it nailed down just right, I think! Will post it in a bit when I'm not working
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Post by Dr Carnivean on Apr 27, 2009 13:26:08 GMT -5
Oh I didn't think they were a bad deal - when I thought they were like only 20 points in I thought it was totally cheesy I think it's about the right cost, but nine of them really adds up. I think you definitely hit all of your goals with that list. I think it's a cool idea going strong magic defense without having to do scroll caddies - it's very unique to the current beastman list and I have a feeling they'll probably change the marks again when they do the book so they'll be more what the WoC and Daemons marks are, because they seem to always do that. I was just thinking that having six or seven dispel dice is probably just as effective as having eleven and you can add some more support to the minos. Maybe a shaggoth or some dragon ogres, or just have more mino units. I know I'm the same way where I have a theme in my mind of what my beastherd is going to be like, so I'm sticking with it too, but it is tough using the doombull because with no magic equipment he's fairly fragile to being charged by anything with lances or Str 5 attacks or large mounts. As he's written now, he's more of a hero level character in comparison with what the 7th ed books have. He's only got one more wound than his grunt equivalent - usually lords get at least two more than the rank and files. I'd like to see them give him another wound or two and more options in the new book, like the ability to call in the ambushers. That way you could use him as your general and still be able to deal with the rank and files. If he's going to be a lord character, you should be able to dump some points into him to toughen him up.
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